Friday, December 25, 2015

Hunters in the Night, the Yeth Hound

The yeth hound is a lovely, slavering dog monster first published in Monster Manual II in 1983 for 1st edition AD&D. It has since been published a number of times, making an appearance in every edition of the game except for 5e.

The original mythological yeth hounds were headless dogs, said to be the spirits of unbaptized children. They would run around in the woods, making wailing noises. They were featured in both Dictionary of Phrase and Fable and in The Denham Tracts.


This art is from Monster Manual II.


Yeth Hound

Medium fiend, neutral evil
Armor Class 15 (natural armor)
Hit Points 45 (7d8+14)
Speed 40 ft., fly 60 ft.

Str                    Dex                  Con                  Int                    Wis                  Cha
16 (+3)             15 (+2)             15 (+2)             7 (-2)               14 (+2)             10 (+0)

Skills Perception +6, Stealth +6
Damage Resistances bludgeoning, piercing and slashing from nonmagical weapons that aren’t silvered
Senses darkvision 60 ft., passive Perception 16
Languages understands Infernal but can’t speak
Challenge 3

Bay. When the yeth hound howls or barks, all creatures except other fiends within a 90 ft. radius must make a DC 12 Wisdom save or become frightened for 2d4 rounds.
Keen Hearing and Smell. The yeth hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Magic Weapons. The yeth hound’s weapon attacks are magical.
Pack Tactics. The yeth hound has advantage on an attack roll against a creature if at least one of the hound’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Actions

Bite. Melee weapon attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

A yeth hound is a sinister flying canine that inhabits the lower planes. These large dogs are black in color, with faces that strangely bear characteristics of a humanoid’s face. Their eyes glow red, and their pointed ears curve to resemble horns. Their ghastly baying can be heard for a mile or more.

Packs of the beasts somehow find their way to the material plane, where they inhabit remote wilderness.

Fearsome Pack Hunters

Yeth hounds form packs, with the strongest hound as pack leader. They truly only need to feed once per lunar cycle, but are eager carnivores. Their favored prey are humans, demihumans and fey, but will hunt any warm-blooded creature they encounter. They willingly run with evil creatures such as night hags or vampires.

They hunt much like other pack hunters do, though their ability to fly allows them to cover a larger area than any normal beast. They will occasionally drag dead prey back to their lair to be consumed at their leisure.
No natural predator hunts a yeth hound, and many unnatural predators will avoid them as well.

Subterranean Lairs

Packs of yeth hounds lair underground, away from the hateful light of the sun. Yeth hounds fear the sun, and nothing can persuade one to venture out during the day. If a hound is exposed to sunlight, it fades away to the ethereal plane, unable to escape it on its own. As a result, packs only hunt at night, and always return to their lair before dawn.


Yeth hounds don’t value treasure, so any valuables found in their lair will be random discarded remnants of their prey.

Sunday, December 20, 2015

Arrowverse for Blood of Heroes

I'm branching out from my usual 5e posts for today. Back in college, I played the Mayfair Games DC Heroes RPG a fair bit. It uses the MEGS system, which while isn't perfect, does a pretty good job capturing the Superhero genre. The rules still exist, now as Blood of Heroes. Not a lot has been done with it officially, but it's still getting published, and I recently discovered that there is still an active community of fans out there on the internet.

Anyway, I got bored and decided to start writing up characters from the Arrow & Flash TV shows, collectively known as the Arrowverse. Arrow has, imho, kind of jumped the shark, but I still really like Flash.

Here are the main archer characters from Arrow. I may or may not get around to other characters.

The Canary Sister: Laurel & Sara

Deathstroke & Wildcat

Green Arrow
Dex: 7              Str: 4                Body: 6
Int: 5                Will: 7              Mind: 7
Infl: 7               Aura: 7              Spirit: 7

Initiative: 21                            Hero Points: 80

Skills: Acrobatics 7*, Charisma (Intimidation) 8, Gadgetry 5*, Martial Artist 7*, Medicine (First Aid) 6, Military Science 5*, Occultist (Occult Knowledge) 7, Thief (Concealment, Escape Artist, Locks and Safes, Stealth) 7*, Vehicles (Land) 6, Weaponry (Firearms, Melee, Missile) 9

Advantages: Area Knowledge (Starling City, Lian Yu), Confidant, Headquarters (Confined), Intensive Training, Iron Nerves, Language (Russian), Lightning Reflexes, Omni-Connection, Sharp Eye, Connections: ARGUS (low), Team Arrow (High), Team Flash (High)

Drawbacks: Secret Identity

Equipment:
Bow (Str: 7, Body: 8, EV: 4)
Explosive Arrow (Body: 1, Bomb: 5, R#: 2) Limitation: No Reload
Snare Arrow (Body: 1, Snare: 5, R#: 2) Bonus: Creates Swing-Lines; Limitation: No Reload
Flachette (Body: 1, EV: 2) Bonus: Dart
Motorcycle (Str:3, Body: 5, Running: 7, R#: 2)

Background:
Alter Ego: Oliver Queen
Wealth: 5
Motivation: Seeking Justice
Occupation: Adventurer/ Vigilante
Marital Status: Engaged
Known Relatives: Robert Queen (father, deceased), Moira Queen (mother, deceased), Thea Queen (maternal half-sister), William (son), Nyssa al Ghul (wife), Walter Steele (ex-step-father), Ra’s al Ghul (father-in-law, deceased), Amina Raatko (mother-in-law, deceased), Felicity Smoak (fiancĂ©e)
Base of Operations: Starling City
Height: 6’1”
Weight: 182 lbs
Age: 30
Eyes: Blue
Hair: Blond

Arsenal
Dex: 7              Str: 4                Body: 5
Int: 4                Will: 6              Mind: 6

Infl: 5               Aura: 5               Spirit: 6

Initiative: 18                            Hero Points: 50

Skills: Acrobatics 7*, Gadgetry 4*, Martial Artist 7*, Medicine (First Aid) 5, Thief (Concealment, Escape Artist, Locks and Safes, Stealth) 7*, Vehicles (Land) 6, Weaponry (Firearms, Melee, Missile) 8

Advantages: Area Knowledge (Starling City), Intensive Training, Iron Nerves, Lightning Reflexes, Omni-Connection, Sharp Eye, Connections: Team Arrow (High)

Drawbacks: Guilt, Forced Exile, Secret Identity

Equipment:
Bow (Str: 7, Body: 8, EV: 4)
Explosive Arrow (Body: 1, Bomb: 5, R#: 2) Limitation: No Reload
Snare Arrow (Body: 1, Snare: 5, R#: 2) Bonus: Creates Swing-Lines; Limitation: No Reload
Eskrima Sticks (Body: 5, EV: 3)
Flachette (Body: 1, EV: 2) Bonus: Dart
Knife (Body: 5, EV: 3)
Motorcycle (Str: 3, Body: 5, Running: 7, R#: 2)

Background:
Alter Ego: Roy Harper
Wealth: 3
Motivation: Seeking Justice
Occupation: Fugitive
Marital Status: Single
Known Relatives: Roy Harper Sr (father, deceased), Mrs. Harper (mother)
Base of Operations: Mobile
Height: 5’9”
Weight: 152 lbs
Age: 25
Eyes: Blue
Hair: Brown

Speedy
Dex: 6              Str: 3                Body: 5
Int: 5                Will: 6              Mind: 6
Infl: 5               Aura: 6               Spirit: 6

Initiative: 18                            Hero Points: 45

Skills: Acrobatics 6*, Martial Artist 6*, Medicine (First Aid) 5, Thief (Concealment, Escape Artist, Locks and Safes, Stealth) 6*, Vehicles (Land) 6*, Weaponry (Firearms, Melee, Missile) 7

Advantages: Area Knowledge (Starling City), Intensive Training, Iron Nerves, Lightning Reflexes, Connections: Team Arrow (High), Team Flash (Low)

Drawbacks: Minor Rage, Secret Identity

Equipment:
Bow (Str: 7, Body: 8, EV: 4)
Explosive Arrow (Body: 1, Bomb: 5, R#: 2) Limitation: No Reload
Snare Arrow (Body: 1, Snare: 5, R#: 2) Bonus: Creates Swing-Lines; Limitation: No Reload
Katana (Body: 6, EV: 4)
Motorcycle (Str: 3, Body: 5, Running: 7, R#: 2)

 Background:
Alter Ego: Thea Queen
Wealth: 8
Motivation: Seeking Justice
Occupation: Club Owner/ Vigilante
Marital Status: Single
Known Relatives: Malcolm Merlyn (father), Moira Queen (mother, deceased), Oliver Queen (maternal half-brother), Robert Queen (step-father, deceased), Tommy Merlyn (paternal half-brother, deceased), William (nephew), Walter Steele (ex-step-father), Nyssa al Ghul (sister-in-law)
Base of Operations: Starling City
Height: 5’7”
Weight: 123 lbs
Age: 20
Eyes: Green
Hair: Brown

Malcolm Merlyn
Dex: 8              Str: 4                Body: 6
Int: 6                Will: 8              Mind: 9
Infl: 7               Aura: 8              Spirit: 8

Initiative: 22                            Hero Points: 80

Skills: Acrobatics 8*, Charisma 8, Martial Artist 8*, Medicine (First Aid) 7, Military Science 6*, Occultist 8, Thief 8*, Vehicles (Land) 6, Weaponry (Firearms, Melee, Missile) 10

Advantages: Area Knowledge (Starling City), Gift of Gab, Intensive Training, Iron Nerves, Language (Arabic, Mandarin, Spanish), Lightning Reflexes, Omni-Connection, Sharp Eye, Connections: League of Assassins (High)

Drawbacks: Secret Identity

Equipment:
Bow (Str: 7, Body: 8, EV: 4)
Explosive Arrow (Body: 1, Bomb: 5, R#: 2) Limitation: No Reload
Snare Arrow (Body: 1, Snare: 5, R#: 2) Bonus: Creates Swing-Lines; Limitation: No Reload
Scimitar (Body: 6, EV: 4)
Knife (Body: 5, EV: 3)
DARK ARCHER SUIT (Body: 7) Limitation: Partial Coverage Trick Shot (+1 OV)
Smoke Bombs (Body: 1, Fog: 6) Limitation: Grenade

Background:
Alter Ego: Malcolm Merlyn
Wealth: 15
Motivation: Power Lust
Occupation: Ra’s al Ghul
Marital Status: Widowed
Known Relatives: Rebecca Merlyn (wife, deceased), Tommy Merlyn (son, deceased), Thea Queen (daughter)
Base of Operations: Nanda Parbat
Height: 6’
Weight: 178 lbs
Age: 55
Eyes: Blue

Hair: Brown

Sunday, December 6, 2015

The Tiniest Beholderkin

Today we have the tiniest beholderkin, the eyeball. A tiny, nasty little predator that will sometimes serve a wizard as a familiar.

This picture is official Wizards of the Coast art.

I don't know exactly when this critter was made for D&D. The first time I saw it was in Monsters of Faerun. Anyway, feel free to menace your party with softball-sized beholders. Should be a good time.

Eyeball
Tiny aberration, neutral evil
Armor Class 13
Hit Points 2 (1d4)
Speed 0 ft., fly 30 ft. (hover)
Str                    Dex                  Con                  Int                    Wis                  Cha
5 (-3)               16 (+3)             10 (+0)             3 (-4)               10 (+0)             8 (-1)

Skills Perception +4, Stealth +7
Senses darkvision 120 ft., passive Perception 14
Languages
Challenge ¼
Magical Origin. The eyeball has advantage on saving throws against being charmed.

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Eye Rays. The eyeball shoots one of the following magical eye rays at random, choosing a target it can see within 35 ft.
1. Fear Ray. The targeted creature must make a DC 10 Will saving throw or be frightened for 5 rounds. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
2. Stun Ray. The targeted creature must make a DC 10 Constitution saving throw or be stunned until the end of the eyeball’s next turn.
3. Frost Ray. The targeted creature must make a DC 10 Dexterity saving throw or take 5 (1d8) cold damage.
4. Slowing Ray. The targeted creature must make a DC 10 Dexterity saving throw. On a failed save, the target’s speed is halved for 5 rounds. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of it turns, ending the effect on itself on a success.

The eyeball is an 8-inch diameter cousin to the much feared beholder. Like the beholder, the eyeball has a central eye as well as four eyestalks. The central eye is only capable of sight, but the smaller eyes possess magical powers much like the eyestalks of their larger kin.

Underground Predators
Eyeballs are voracious, underground predators. They are usually encountered alone, but occasionally a group will come together to form a pack. When alone, they rarely pick a fight with anything bigger than they are. When operating as a pack, however, they are much more willing to pursue larger prey. Like most wild predators, they will flee a situation if they feel that they cannot win.

Wild & Fierce
Eyeballs cannot be domesticated in anyway. They are so wild that they even prove difficult to influence through magical means. Despite this, there are tales of wizards who have managed to take one of these creatures on as a familiar.